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![]() Anyone using Fantasy Grounds to run PF1? If so what are your experiences? I'm familiar with Roll20 and a little with Foundry. If FG is any good it would be hard to get away from the massive amount of content they have ready to run. I'm having a hard time convincing myself to spend $110.00 just to test FG's PF1 stuff so I'm looking for your experiences ![]()
![]() Doomsday Dawn - Lost Start Feedback I ran the Lost Star today and thought I would report on it. Ran for six players, and the only change was to the encounter sized. I increased the number of mobs based on the published encounter rating (trivial, hard, extreme, severe). I also increased the size size of some of the rooms due to the number of characters. How long did it take to play this past of the Doomsday Dawn:
How long did it take to prepare this part of the adventure?
How many Hero points?
How many times was a character reduced to 0 hit points?
How many player character were killed?
Now on to my specific thoughts.
The only complaint I heard at this stage concerned Ancestry Feats. The Half-Elf player didn't really feel like the Half-Elf Ancestry feat was really worth it. All the players felt like adding additional heritage based abilities as the characters went up in level was going to feel weird. You mean, all of a sudden I remember how to use my racial weapons? Neat. Where was that at 1st level? That kind of feeling suspends immersion to some extent. My players are particularly gamey, we play a lot of table top wargames and tend to approach D&D the same way so if it bothers them about their characters like that I take note. Other thoughts (1) We had a good time. The new mechanics were easy to grasp and within an hour or so we had a good handle on them. There were a couple of little issues we had to look up, nuance things but generally it went very well and we had fun. (2) We really liked the unseen/seek/sensed mechanics. I intentionally made the sure the Quasits went invisible to make sure we got to see this in action. As the GM i enjoyed having a systemic way to handle it. My players enjoyed the 'Game inside a Game' aspect. (3) My players were never really in any danger of dying. We had criticals happen on both sides of the fights. My players expressed frustration that a goblin had a better chance to hit than they did, but it's something we dealt with. Critical Fumbles should do something other than miss. My suggestion is that a critical fumble attacked causes the weapon to be 'unreadied'. (4) My Rogue was surprised at needing multiple successes to open some of the doors and thought the DCs were a little high. I tend to agree. Need three success against a DC20 when his bonus was +5 was a little off from a game play situation. I basically decided that since there was no consequence for failure if he burned enough time he'd get there and ruled it took 5 minutes of in-game time. This is in reference to the door at the southern end of the pool room. I was a big fan of 4e's Skill Challenge system and will port it over if we continue with this. In my view it's simply a better way to handle it. Basically having to sit and roll dice until a 15 comes up three times can be time consuming and a real drag on the table. (5) We all like the three-action system economy and the way spellcasting works as well. (6) Cantrips. Yep they work (7) Bard. He worked too (8) No one but the fighter took a blunt weapon so they went to using the flats of the blades when fighting the skeleton. Ruled it improvised at -2 and moved on. Due to the map and information from Talga they dodged the Ooze, the Mindfog Fungus, and the Giant Centipedes. The statue caught them. I feel like that trap is something of a Gotcha! moment. ![]()
![]() I'm prepping 'Lost Star' to run on Sunday for 5 or person party. The first thing I always do when I prep something is dump the difficulties, creatures, XP, and encounter budgets into a spreadsheet so I can see the whole thing at a glance. 'Lost Star' breaks down into: 1 Trivial Encounter
862 total experience points It's no wonder we are seeing reports of TPK and difficult situations, the dungeon is designed to push the difficulty. Do I have this correct? ![]()
![]() I need suggestions for a Module, preferrably something that can be completed in a 12 hour session. I'd like something between 6th and 10th level. The intention is to run something as a farewell to PF1 in July before starting the playtest in August. Right now I'm thinking from Sea to Shore but I'll take other suggestions. ![]()
![]() I'm in an odd situation. My group has played through the first two books of RotRL before we switched to another game due to GM burn out (me!). We are heading back but I want to run something short to get them (and myself) re-accustomed to the Pathfinder rules set. So I need a recommendation for the Pathfinder Scenario that can be run at 8th level. Something set in Varisia (or which could be dropped into Varsia) would be perfect. I's like it to be pretty self contained in possible. Please let me have some recommendations. ![]()
![]() My party doesn't have any connection to Aldern at all for a couple of reasons. We started this in 5e and then switched to PF with the intention of heading back that way after they reached 4th level again in the new system with their new characters. They were engaged with the story and still are but now I find myself in a situation. The real hook for Skinsaw is supposed to be the relationship with Aldern driving the action and potentially framing the party. That just isn't going to be possible. What I'm thinking about now is to have them head to Magnimar with the prisoners they have. Turn them over to the Judge, Council of Justice. Ironbriar will then engage them to stamp out some local cult issue (probably something from the PFS line, short) and then him having word of the murders and sending them back to Sandpoint to follow up. Using the party to stamp our competition for his own cult is appealing to me. Anyone else have any thoughts? ![]()
![]() I'm running RotRl, my 6 player party assaulted thistletop, got split, and were nearly tpk. They have effectively cleared the thistle section but headed back to town due to a dead party member. On their way out they spread oil amongst the thistle and set them ablaze. Ripnugget is unhappy and has decided rather than cower he is going to take his remaining goblins and raid Sandpoint. Nualia has decided the Father Zantus needs to sacrificed to Lamashtu in the circle of stones at the center of the cathedral so is going along and is going to use Rippnugget's raid as cover to get into the church and slay the good father. What I'm planning on running is sort of a staged running battle int he streets of Sandpoint. The players will be awakened by the tolling of the church bells and the smell of smoke on the breeze. The bells will suddenly stop ringing and things will begin from there. I'm planning a bried skirmish with Ripnugget as he heads towards to the Cathedral then he slips by the party as they are ambushed by some goblin trash mobs. In the Cathedral square the party will encounter ripnugget and entourage (basically the throne room mobs). Inside they will encounter Ore and Lyre and then Nualia and Brathazmus amongst the stones. Brath will try to keep the party off Nualia while she finishes her business. If she manages to kill Zantus we'll have some kind of apotheosis for her. Thoughts? ![]()
![]() This may or may not be appropriate here. If not please forgive and I'll move on. I've recently moved and found a new group. We are interested in giving 5th edition a shot. I'll be DMing. I;ve been consistently impressed with the quality of the Paize AP's and have chosen to run my game in Golarion so I was thinking about running an AP to kind of get our feet wet. I don't mind the conversion work. Recommend to me an adventure path in the context of converting it to 5th edition. Thus far I'm considering: Rise of the Runelords
Anything else I should consider? Thanks for your consideration. ![]()
![]() This might be better placed in Homebrews and Houserules but here goes...I've recently come back to tabletop RPGs in the last year or so. For about 6 months I ran a PFS style game for my home group, episodic, mostly strung together one shots set in Golarion. The group was huge though, averaging 8 players a session. I split the group and now find myself running for a group of 6, pretty role playing happy guys. We're 3 sessions into a new campaign E6 style. They all started with creating characters from the pathfinder books and so far it's going along swimmingly. I blew up their world and they now find themselves decidedly not in Kansas anymore. For the new world (or more accurately-series of worlds) they find themselves in I'm drawing very heavily on Magic the Gather for Inspiration and have looking for a magic system that is going to let me divide magic effects into the M:TG color as magical traditions. I'm also not a huge fan of Vancian Magic. Since I'm running I want to know people's opinions on combining something like True Sorcery or Elements of Magic into an E6 Pathfinder framework. I should also point out at Weapons of Legacy ste magic items will in play, that is magic items that require the users to learn about the items and 'unlock' their abilities by performing tasks. The Legacy style items will extend to more than just weapons. No 'big six' will be handed out. So thoughts on True Sorcery or Elements of Magic in an E6 environment? Read more: http://www.enworld.org/forum/showthread.php?353644-E6-and-True-Sorcery#ixzz 2w8pxBhdB ![]()
![]() A creature has the ability to use telepathy, and cast Suggestion and Charm person as spell like abilities as well. It will be using Detect Thoughts to locate targets. Does it seem reasonable to have these effects, the Charm and Suggestions be delivered Telepathically? Would Detect Thought enable a telepathic creature to target someone with these effects? If it's not to game breaking I'm running it that way regardless of rules but wanted a second or third opinion. Thanks ![]()
![]() As part of the Great Golem Works Sale I bought a bunch of the older modules and am curious as to roughly how much XP/Levels are earned in each. I know the information will probably be in them but I'm waiting for them to get here and am trying to rough out a campaign progression Tower of the Last Baron
My campaign tends to run in an episodic format, and I've mostly run heavily converted PFS scenarios thus far. I'm hoping some longer mods will make prep a little easier. I will continue to run PFS scenarios as side treks or between adventures mods as change of pace stuff. ![]()
![]() Does the AC bonus from the Aid another action apply to all attacks from an opponent or just the first attack? related..the definition of attack. Does Attack = Attack Roll, or does Attack = Attack Action? Why it matters, character with Bodyguard feat/ability using aid another on an adjacent ally. Opponent has multiple attacks. Timing: Opponent declares attack action against the target. Bodyguarding ally declares use of Feat an an Attack of Opportunity. AC bonus applied to ally. Opponent now makes first attack roll against improved AC. Do follow on attacks apply to the new improved AC or normal AC? Thanks |